public void Bill() { LibNoise.Generator.Billow _noise = new LibNoise.Generator.Billow(); _noise.Seed = Seed; _noise.OctaveCount = OctaveCount; _noise.Persistence = Persistence; _noise.Frequency = Frequency; _noise.Lacunarity = Lacunarity; Heights(terr, _noise); }
void GenerateNoise() { float modifier; float newFrequency = Random.Range(frequency.x, frequency.y); float newAmplification = Random.Range(amplification.x, amplification.y); var noise = new LibNoise.Generator.Billow(newFrequency, lacu, persist, octaves, Random.Range(0, 0xffffff), QualityMode.High); for (int i = 0; i < vertices.Length; i++) { modifier = (float)noise.GetValue(vertices[i].x, vertices[i].y, vertices[i].z); modifier = ((modifier - 0.5f) / newAmplification) + 0.99f; vertices[i] = Vector3.Scale(vertices[i], (Vector3.one * modifier)); } }